Gaming in the classroom...it's a whole new world!!

 The amount of games that are available to students now to help them learn are endless. I don't think I could've even imagined how many more opportunities students have then when we were in school in the 90s. One of my favorite ways in involve games is to use them for reviews. Many of the students already have accounts on Gimkit and Blooket. They are constantly asking to play these games because this helps them to earn points so that they can get more "skins" for their characters. It's become a big deal to have better characters and the most points, so this makes them more motivated to play the games. I've created reviews for all vocabulary units as well as my Social Studies units. We also have used Kahoot and Quizizz in the past to help them review. 


In exploring the benefits of gaming, I came across an article that described some of the games I use perfectly. "First, games can increase student engagement. When students are having fun, they are more likely to stay focused and learn." They also mention games providing instant feedback which helps students identify what they need to work on. Games can help them develop problem solving skills because they help the students to think creatively. They improve hand-eye coordination and can encourage teamwork as well. 

Duolingo is a gaming option that helps students to learn a new language. CodeCombat helps players to develop coding skills while also battling monsters at the same time in a fun game approach. Minecraft Education, which is always a crowd pleaser, gives students a virtual world where they can explore science, history, and coding. Rosetta Stone has online language courses which are presented through a "game-like interface". 3D Game Lab offers quests and activities for teachers to use in many subjects. This is customizable for teachers and students. All of these options sound fantastic for English Language learners and would keep them motivated and interested as they learn new content and the language. 

According to Nguyen, "Tanya Buxton’s high school biology students could find out as they embark on March Mammal Madness (MMM), a virtual  game modeled after the annual NCAA basketball championship that aims to educate U.S. students about the importance of biodiversity and endangered species. This is the second year in a row that Buxton has enrolled her Atherton, California, students in the tournament to deepen their understanding of global ecosystems while building community and camaraderie among peers." Content is linked with low-stakes competition and can provide a collaborative engaging experience. Gaming has increased student participation and motivate students to take risks. "One study of the popular multiple-choice quiz game Kahoot found that it improved students’ attitudes toward learning and boosted their academic scores. In addition, studies have found that virtual games can improve focus and attention for students with ADHD and help students with dyslexia improve spatial and temporal attention, which can translate into improved reading. (2023)" All of this proves that gaming is the new way in the classroom, and we better get with it!

Advertorial. (2023, June 22). Exploring the Educational Potential of Gaming: A Comprehensive Tutorial. Basic Tutorials. https://basic-tutorials.com/special/exploring-the-educational-potential-of-gaming-a-comprehensive-tutorial/
How to Use Gameplay to Enhance Classroom Learning. (n.d.). Edutopia. Retrieved July 25, 2023, from https://www.edutopia.org/article/how-use-gameplay-enhance-classroom-learning/


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